Applying proxy attributes in multiple games

ABSTRACT

Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a first game and a second game. The player controls a first player character in the first game and controls a second player character in the second game. The method accesses profile information of a friend of the player controlling a third player character in the first game. The method creates a proxy based on the third player character having multiple attributes based on the profile information of the friend of the player. A event outcome is determined based on an attribute of the first player character and at least one proxy attribute. Another game event outcome is determined based on an attribute of the second player character and at least one proxy attribute.

CLAIM OF PRIORITY

This application is a continuation of and claims the benefit of priorityunder 35 U.S.C. §120 to U.S. patent application Ser. No. 12/855,536,filed on Aug. 12, 2010, which claims the benefit of priority under 35U.S.C. §119(e) to U.S. Provisional Patent Application Ser. No.61/233,751, filed on Aug. 13, 2009, the benefit of priority of each ofwhich is claimed hereby, and each of which are incorporated by referenceherein in its entirety.

TECHNICAL FIELD

The present disclosure relates to games and applications in general andin particular to computer-implemented online games, such as onlinerole-playing games, playable by more than one person from more than onelocation.

BACKGROUND

In many games, there is a virtual world or some other imagined playingspace where a player of the game controls one or more player characters(herein “characters,” “player characters,” or “PCs”). Player characterscan be considered in-game representations of the controlling player. Asused here, the terms player, user, entity, and friend may refer to thein game player character controlled by that player, user, entity, orfriend, unless context suggests otherwise. A game display can display arepresentation of the player character. A game engine accepts inputsfrom the player, determines player character actions, decides outcomesof events, and presents the player with a game display illuminating whathappened.

In some games, there are multiple players, wherein each player controlsone or more player characters. In such games, when multiple persons areplaying together, there may be game events and operations that can onlybe done, or are more successful, when multiple players are engaged inthe task or operation.

In addition to characters actively managed by players (i.e., PCs), thegame engine might also manage non-player characters (“NPCs”). Anon-player character gets its movements, actions, decisions, etc. fromthe game engine, as opposed to getting them from inputs of a player.

An electronic social networking system typically operates with a socialnetworking server or servers providing interaction between users suchthat a user can specify other users of the social networking system as“friends.” Alternatively, some social networking systemsprogrammatically select certain users to be “friends” (e.g., those inthe same geographic area). As should be apparent, a collection of usersand the “friend” connections between users can form a social graph thatcan be traversed to find second, third and more remote connectionsbetween users, much like a graph of nodes connected by edges can betraversed.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts a schematic of a social network.

FIG. 2 depicts an example Proxy Attributes Page.

FIG. 3 depicts an example game scene and character interactions andassociations.

FIG. 4 depicts an example proxy list and a scheme for attributing aplayer character in-game benefits.

FIG. 5 shows a flowchart illustrating an example method for generating aproxy.

FIG. 6 illustrates an example network environment.

FIG. 7 depicts a schematic of a system and data flow for operating anonline multiplayer game.

FIG. 8 illustrates an example computer system architecture.

FIG. 9 depicts a schematic of an in-game social network and anout-of-game social network.

FIG. 10 depicts a schematic of operating an online multiplayer game.

FIG. 11 shows a flowchart illustrating an example method for resolvingan in-game event.

FIG. 12 depicts a schematic for determining game event decisions.

DESCRIPTION OF EXAMPLE EMBODIMENTS Game Systems, Social Networks, andSocial Graphs

In an online multiplayer game, players control player characters (PCs),a game engine controls non-player characters (NPCs), and the game enginealso manages player character state and tracks state for currentlyactive (i.e., online) players and currently inactive (i.e., offline)players. A player character can have a set of attributes and a set offriends associated with the player character. As used herein, the terms“state” and “attributes” can be used interchangeably to refer to anyin-game characteristic of a player character, such as location, assets,levels, condition, health, status, inventory, skill set, name,orientation, affiliation, specialty, and so on. The game engine usesplayer character state to determine the outcome of game events,sometimes also considering set or random variables. Generally, anoutcome is more favorable to a current player character (or playercharacters) when the player character has a better state. For example, ahealthier player character is less likely to die in a particularencounter relative to a weaker player character or non-player character.

A game event may be an outcome of an engagement, a provision of access,rights and/or benefits or the obtaining of some assets (e.g., health,money, strength, inventory, land, etc.). A game engine determines theoutcome of a game event according to game rules (e.g., “a character withless than 5 health points will be prevented from initiating an attack”),based on character state and possibly also interactions of other currentplayer characters and possibly also a random calculation. Engagementscan include simple tasks (e.g., cross the river, shoot at an opponent),complex tasks (e.g., win a battle, unlock a puzzle, build a factory, roba liquor store), or other events.

A game engine can interface with a social graph. Social graphs aremodels of connections between entities (e.g., individuals, users,contacts, friends, players, player characters, non-player characters,businesses, groups, associations, concepts, etc.). These entities areconsidered “users” of the social graph; as such, the terms “entity” and“user” may be used interchangeably when referring to social graphsherein. The social graph has a node for each entity, and edges torepresent relationships between entities. A node in a social graph canrepresent any entity. The present disclosure assumes that at least oneentity of a social graph is a player or player character in an onlinemultiplayer game, though the present disclosure is intended to cover alltypes of social graph users.

The minimum number of edges required to connect a player (or playercharacter) to another user is considered the degree of separationbetween them. For example, where the player and the user are directlyconnected (one edge), they are deemed to be separated by one degree ofseparation. The user would be a so-called “first degree friend” of theplayer. Where the player and the user are connected through one otheruser (two edges), they are deemed to be separated by two degrees ofseparation. This user would be a so-called “second-degree friend” of theplayer. Where the player and the user are connected through N edges (orN−1 other users), they are deemed to be separated by N degrees ofseparation. This user would be a so-called “N-degree friend.”

In one embodiment, the social graph is managed by the game networkingsystem 620 b managed by the game operator. In another embodiment, thesocial graph is part of a social networking system 620 a managed by athird-party (e.g., Facebook, Friendster, Myspace, etc.). In yet anotherembodiment, a player has a social graph on both the game networkingsystem 620 b and the social networking system 620 a, wherein the playercan have a social network on the game networking system 620 b that is asubset, superset, or independent of the player's social network on thesocial networking system 620 a. In such combined systems, the gamenetwork system 620 b can maintain social graph information with edgetype attributes that indicate whether a given friend is an “in-gamefriend,” a “social network friend,” or both. The various embodimentsdisclosed herein are operable when the social graph is managed by asocial networking system 620 a, a game networking system 620 b, or both.

Within the social graph, each player (or player character) has a socialnetwork. A player's social network includes all users in the socialgraph within N_(max) degrees of the player, where N_(max) is the maximumdegree of separation allowed by either the social networking system 620a or the multiuser game engine 620 b. In some embodiments, N_(max) isunlimited and the player's social network is coextensive with the socialgraph. Unless otherwise specified, the term “friend” means any user inthe social graph who is separated from the player by no more thanN_(max) degree of separation.

In a game system according to aspects of the present disclosure, indetermining the outcome of a game event in a game being played by aplayer (or a group of more than one player), the game engine may takeinto account the state of the player character (or group of PCs) that isplaying, but also the state of one or more PCs of offline/inactiveplayers who are connected to the current player (or PC, or group of PCs)through the game social graph but are not necessarily involved in thegame at the time.

For example, Player A with six friends on his team (e.g., the friendsthat are listed as being in the player'smob/gang/set/army/business/crew/etc. depending on the nature of thegame) can be playing the online game and choose to confront Player B whohas 20 friends on her team. In some embodiments, each player may onlyhave first-degree friends on his or her team. In other embodiments, eachplayer may also have second-degree and higher degree friends on his orher team. To resolve the game event, in some embodiments the game enginecould total up the weapon strength of the seven members of Player A'steam and the weapon strength of the 21 members of Player B's team anddecide an outcome of the confrontation based on a random variableapplied to a probability distribution that favors the side with thegreater total. In some embodiments, all of this can be done without anyother current active participants other than Player A (i.e., Player A'sfriends, Player, B, and Player B's friends could all be offline orinactive). In some embodiments, the friends in each player's team maysee a change in their state as part of the outcome of the game event(e.g., if it goes well, they might share in the rewards or if it doesnot, they might suffer a loss of assets, such as health). In someembodiments, the game play mechanics might limit the downside (so that aplayer who plays eight hours a day benefiting off of their friends'assets does not totally kill off friends' characters where those friendsmight only infrequently play). In some embodiments, the state (assets,condition, level) of friends beyond the first degree are taken intoaccount.

Details and descriptions of various aspects and advantages of theability to associate with characters developed by associated members ofan online social networking system within the constructs of an onlinemultiplayer game when the associated members are not logged in to theonline multiplayer game are described below.

FIG. 1 is a schematic of a social network 100 within a social graphaccording to various embodiments of the present disclosure. As shown,Player 105 can be associated, connected or linked to various otherusers, or “friends,” within the social network 100. These associations,connections or links can track relationships between users within thesocial network 100 and are commonly referred to as online “friends” or“friendships” between users. Each friend or friendship in a particularuser's social network within a social graph is commonly referred to as a“node,” The details of social network 100 will be described in relationto an original or first Player 105. As used herein, the terms “player”and “user” can be used interchangeably and can refer to any user orcharacter in an online multiuser game system or social networkingsystem. As used herein, the term “friend” means any node within aplayer's social network.

As shown in FIG. 1, Player 105 has direct connections with severalfriends. When Player 105 has a direct connection with another individualthat connection is referred to as a first-degree friend. In socialnetwork 100, Player 105 has six first-degree friends. That is, Player105 is directly connected to Friend 1 ₁ 110, Friend 2 ₁ 115, Friend 3 ₁120, Friend 4 ₁ 125, Friend 5 ₁ 130, and Friend 6 ₁ 135. In a socialgraph, it is possible for individuals to be connected to otherindividuals through their first-degree friends (i.e., friends offriends). As described above, each edge required to connect a player toanother user is considered the degree of separation. For example, FIG. 1shows that Player 105 has four second-degree friends to which he isconnected via his connection to his first-degree friends, Friend 1 ₁ 110and Friend 5 ₁ 130. Second-degree Friend 3 ₂ 150 is connected to Player105 via his first-degree Friend 5 ₁ 130. The limit on the depth offriend connections, or the number of degrees of separation forassociations, that Player 105 is allowed is typically dictated by therestrictions and policies implemented within social network 100 or asocial graph.

In various embodiments, Player 105 can have Nth-degree friends connectedto him through a chain of intermediary degree friends as indicated bythe outlined chain of friends 180. The outlined chain of friends 180, inaddition to the first-degree and second-degree friends described above,has 3rd-degree (Friend 1 ₃ 160), 4th-degree (Friend 1 ₄ 165), andNth-degree (Friend 1 _(N) 175) friends. Various embodiments takeadvantage of and utilize the distinction between the various degrees orlevel of friendship relative to Player 105. For example, the degree ofseparation between Player 105 and another user may dictate how much ofan in-game benefit Player 105 derives from connecting or associatingwith that particular user. In various embodiments, the in-game benefitis established passively, requiring only that Player 105 be connectedwith some number of first-degree friends.

Connections between Player 105 and other entities in the social graphcan be built in several ways. In some embodiments, Player 105 can invitevarious entities into his first-degree level friends category within theinfrastructure of a social network website or other server. In otherembodiments, Player 105 can invite entities to join a social graph ornetwork from within an online multiplayer game. In other embodiments,Player 105 can invite anyone from his social network 100 within theinfrastructure of a social network to join a separate or connectedonline multiuser game.

In some embodiments, a player (or player character) can have a socialgraph within an online multiplayer game that is maintained by the gameengine and another social graph maintained by a separate socialnetworking system. FIG. 9 depicts a schematic example of an in-gamesocial network and an out-of-game social network. In this example,Player 105 has out-of-game connections 955 to a plurality of friends,forming an out-of-game social network 950. Here, Friend 1 ₁ 110 andFriend 5 ₁ 130 are first-degree friends with Player 105 in Player 105'sout-of-game social network 950. In this example, Player 105 also hasin-game connections 965 to a plurality of players, forming an in-gamesocial network 960. Here, Friend 5 ₁ 130, Friend 7 ₁ 910, and Friend 8 ₁915 are first-degree friends with Player 105 in Player 105's in-gamesocial network 960. In some embodiments, it is possible for a friend tobe in both the out-of-game social network 950 and the in-game socialnetwork 960. Here, Friend 5 ₁ 130 has both an out-of-game connection 955and an in-game connection 965 with Friend 105, such that Friend 5 ₁ isin both Player 105's in-game social network 960 and Player 105'sout-of-game social network 950.

As with other social networks, Player 105 has second-degree andhigher-degree friends in both his in-game and out of game socialnetworks. In some embodiments, it is possible for Player 105 to have afriend connected to him both in his in-game and out-of-game socialnetworks, wherein the friend is at different degrees of separation ineach network. For example, if Friend 2 ₂ 145 had a direct in-gameconnection with Player 105, Friend 2 ₂ 145 would be a second-degreefriend in Player 105's out-of-game social network, but a first-degreefriend in Player 105's in-game social network.

A multiuser online game can access both in-game social networks 960 andout-of-game social networks 950, and the embodiments disclosed hereinare operable using either or both.

In-Game Benefits Derived from in-Game Associations

In some embodiments, when Player 105 has established a social network100 within a particular online multiuser game, Player 105 can be grantedvarious in-game rewards or benefits. For example, for each entityinvited to play an online multiuser game, Player 105 is granted theability to associate with that entity within the online multiuser game,thereby creating a directly link between Player 105 and that entity inthe social network 100. This association can have its own benefits anddrawbacks. In some embodiments, Player 105 may be required to beassociated with a certain number of entities before being allowed toengage in various game events within the game (e.g., quests, missions,etc.). For example, Player 105 may be required to be associated with atleast ten other entities before he will be allowed to undertake the nextlevel of game events. In other embodiments, Player 105 may not berequired to fulfill a minimum number of associated entities to engage ina particular game event; however, Player 105 will receive incrementalin-game benefits or distribute in-game damages based on the number ofin-game associations Player 105 has with other entities playing thegame. For example, a game task may involve moving a heavy object. IfPlayer 105 attempts to complete this task alone, he might have a smallpercentage chance to complete this task based on his strength attribute.However, if Player 105 is associated with other entities in the game,their strength attributes can be added to Player 105's either directlyor fractionally, thereby increasing the percentage chance of completingthe task.

Group Tasks

Game events can be any kind of action, mission, fight, problem or puzzleattempted or executed in an online multiplayer game. Game events caninclude, but are not limited to, simple single-action tasks, extendedmissions comprising multiple individual tasks, journeys, andlevel-defining fights.

The ability of Player 105 to attempt, undertake, engage or complete gameevents can be facilitated or enhanced by forming or being assigned togroups that include one or more NPCs. Just as game events can becompleted more easily with real-time online cooperation with liveplayers pooling their assets and abilities, a single player (or playercharacter) associated with various NPCs can utilize the variousattributes of those NPCs to complete event tasks at that time.

Associating Players for Asynchronous Game Play

In various embodiments, Player 105 can take advantage of the assets andabilities of a friend in his social network in an asynchronous fashion.For example, Friend 3 ₁ 120 may have developed or acquired certainskills or assets that may be helpful to Player 105's successfulcompletion of a game event undertaken in a particular online multiplayergame. Such skills can include, but are not limited to, the ability topick locks in the game space or the ability to be invisible or speakdifferent languages within the game space. Similarly, Friend 3 ₁ 120 mayhave acquired assets or attributes including, but not limited to,increased health, increase stamina, in-game currency or special items.While playing the game, Player 105 can associate himself with Friend 3 ₁120, regardless of whether Friend 3 ₁ 120 is currently also playing thegame, and thereby take advantage of the assets and abilities of Friend 3₁ 120.

In some embodiments, Player 105 can reassociate himself with Friend 3 ₁120 each time Player 105 logs on to play the game and thereby takeadvantage of changes in Friend 3 ₁ 120's assets and abilities. Forexample, while Player 105 is off-line, Friend 3 ₁ 120 can evolve andchange according to the friend's own individual game play. Friend 3 ₁120 may participate in or play a particular multiplayer online gamewhile Player 105 is not. During Friend 3 ₁ 120's independent game play,Friend 3 ₁ 120 can advance through the game and thus acquire additionalexperience points, health, stamina or other in-game benefits and assets.When Player 105 logs on to play the game again and associates himselfagain with Friend 3 ₁ 120, Player 105 will be able to take advantage ofany of the new attributes (e.g., assets, abilities) that Friend 3 ₁ 120has acquired since the last time Player 105 logged on.

In some embodiments, the sharing of character attributes can occur inboth directions. That is when Player 105 associates with one of hisfriends in his social graph 100, both players can benefit from theattributes of one another's characters. For example, Friend 3 ₁ 120 canbenefit from the attributes Player 105. In other embodiments, Friend 3 ₁120 can permanently gain or share in various in-game benefits oradvancements, such as in-game currency or increased experience points,achieved by Player 105's game play. In other embodiments, Friend 3 ₁ 120can also share or absorb any potential in-game detriments or damage.Such embodiments will be described in more detail below in regards todistributed damage.

in other embodiments, Friend 3 ₁ 120 can choose whether to benefit hischaracter based on the game play of Player 105. This allows the friendsof Player 105 to control how their characters evolve. For instance, someembodiments may allow the friends of Player 105 to determine whichbenefits or detriments they would like to risk. Additionally, certainrisk can be assigned when Player 105 opts to take advantage of anypotential benefits by making the associated friend susceptible topotential damage or detriments. For instance, if Friend 3 ₁ 120 wouldlike to receive a share of any in-game currency acquired while Friend 3₁ 120 is associated with Player 105's game play, then Friend 3 ₁ 120 mayalso be susceptible to absorbing any damage or detriments that hischaracter may be exposed to while it is associated in Player 105's gameplay.

In some embodiments, the friend that Player 105 wants to associate withcan have an opportunity to accept or decline such association. In someembodiments, a single association request will cover all future in-gameactivities performed by Player 105, allowing Player 105 to continuouslyshare benefits and detriments with the friend. In other embodiments,each game event performed by Player 105 for which he would like to beassociated with the character of a friend can require an individualrequest and subsequent approval for that task.

Proxies

One way that a player (or player character) can take advantage of theattributes of his friends (or the friends' PCs) is through the use ofcomputer-controlled NPCs that represent his friends. The amount ordegree of in-game advantages or benefits that Player 105 derives fromeach of his friends can depend on the attributes of his friends (or theattributes of their PCs). In some embodiments, Player 105 can derivein-game benefits from associations with his friends even if they are notlogged in or playing the game in real time with Player 105. In suchembodiments, the friend can act like a NPC associate controlled by gameengine. When a friend's character is used to derive in-game benefits inthis manner, the associated player's character is referred to as a“friend proxy automated character” or simply as a “proxy.” A proxy is atype of NPC and is controlled by the game engine, however it differsfrom regular NPCs in that the proxy is based on another user within thegame, and it can maintain a relationship with that user. The proxy canbe created by the game engine and run by the player regardless ofwhether the friend the proxy is based on is actively using the game.

In some embodiments, where a player and a friend are playing in realtime with each other, the game engine can create a proxy of the friendas soon as the friend logs off from the game, such that the player cancontinue play without losing the benefits derived from playing with hisfriend. For example, Player 105 and Friend 3 ₁ 120 can play together ina multiuser online game at the same time and thereby assist each otherwithin the game. If Friend 3 ₁ 120 logs off from the game, the gameengine can immediately create a proxy of Friend 3 ₁ 120, wherein thisproxy is controlled by the game engine as an NPC and can continue toassist Player 105 in his game play. In some embodiments, this process isopaque to Player 105, such that he does not realize that the game enginehas taken control of his adventuring companion.

FIG. 2 illustrates a proxy attributes page 200 according to variousembodiments of the present disclosure. The proxy's attributes aredetermined, at least in part, by the corresponding attributes of thefriend (or the friend's PC) the proxy is based on. In some embodiments,the proxy's attributes are determined, at least in party, by the degreeof separation between the player and the friend. In the exampleillustrated by FIG. 2, the Proxy 5 ₁ 230 is described by proxyattributes page 200. Proxy 5 ₁ 230's attributes are based, at least inpart, on Friend 5 ₁ 130. Proxy 5 ₁ 230 is owned by Player 105, who is afirst-degree friend with Friend 5 ₁ 130. Proxy attributes page 200comprises information about a number of proxy attributes. For example,information 225 includes the name, source, owner, orientation,specialty, and education. Proxy attributes page 200 can also include alisting of the proxy's assets 215 such as its weapons, tools, cash,powers and gifts/favors. In some embodiments, proxy attributes page 200can include a recent activity list 220. The recent activity list 220 caninclude, for example, information about updates to Proxy 5 ₁ 230'sattributes, and recent activities or tasks Proxy 5 ₁ 230 has completedwith Player 105. The foregoing list of possible pieces of informationthat can be included in the proxy attributes page 200 is not exhaustive,Any or all other useful information regarding Proxy 5 ₁ 230 can beincluded in the proxy attributes page 200.

Proxy attributes page 200 can also include relevant dates and news aboutthe day Proxy 5 ₁ 230 was created, the date Friend 5 ₁ 130 was lastlogged on, the last time Proxy 5 ₁ 230 was updated by Player 105, aswell as any other news regarding the proxy. News regarding Proxy 5 ₁ 230or Friend 5 ₁ 130 can include any developments, evolution oradvancements made by Friend 5 ₁ 130 to the attributes of Proxy 5 ₁ 230.

In some embodiments, the proxy can evolve according to the player (orPC) who owns the proxy or the friend (or the friend's PC) the proxy isbased on. For example, if either Player 105 or Friend 5 ₁ 130 increasestheir skills, assets, proficiency, or level, Proxy 5 ₁ 230's attributescan also increase, according to the game logic. In some embodiments, theevolution of Proxy 5 ₁ 230 occurs asynchronously with the game play ofPlayer 105. In other embodiments, Proxy 5 ₁ 230's attributes can befrozen in time at the moment Player 105 adds the proxy to his proxy list400. In yet other embodiments, Proxy 5 ₁ 230's attributes page 200 isinitialized with the attributes of Friend 5 ₁ 130 at the time Player 105adds Friend 5 ₁ 130 to his social graph, however the attributes of Proxy5 ₁ 230 can evolve in response to the game play of Player 105 and Friend5 ₁ 130. As such, even though multiple proxies based on Friend 5 ₁ 130exist (each owned by a different player), each proxy of Friend 5 ₁ 130is unique to its owner. In this example, Proxy 5 ₁ 230 is unique toPlayer 105. Other players (or PCs) may have proxies based on Friend 5 ₁130 that are unique to them, and the attributes of these proxies canevolve depending on the game play of each of their respective owners,developing independently of Player 105's Proxy 5 ₁ 230.

Association of Friend Proxy Automated Character

In various embodiments, the proxy attributes page 200 can be one of manyproxy attributes pages representing proxies based on multiple friends(of PCs of friends) within Player 105's social network 100. In suchembodiments, it is possible for Player 105 to select various proxiesrepresenting various friends (or their PCs) within Player 105's socialnetwork 100 to be included in a group tailored to or conceived with aparticular game event in mind.

FIG. 5 shows a flowchart of an example method for generating a proxyaccording to various embodiments of the present disclosure. In someembodiments, the group of proxies can be assembled by accessing 502Player 105's social network 100 and selecting 504 one or more friends(or their PCs) from the social network according to acomputer-implemented game logic. In this embodiment, the friends couldbe selected by Player 105 or by the game engine. In either case, theselection of friends could be deter at least in part, by the degree ofconnections between Player 105 and the selected friends, as well as bythe type of connection between Player 105 and the selected friends(e.g., whether Player 105 and the selected friend have an in-gameconnection 965 or an out-of-game connection 955 or both). The gameengine could then retrieve 506 the profile information of the selectedfriends from the social networking system 620 a and create 508 a proxyattributes pages 200 of the proxies associated with the selectedfriends. These proxies could then be stored in a proxy list 400, whichcould be later referenced and used in the game. At this point 510, gameplay can continue or more friends can be selected to generate moreproxies. In other embodiments, the group of proxies can be assembled inadvance by the game engine and stored for reference. The game enginecould create proxies of any or all friends in Player 105's socialnetwork.

To resolve some game events, Player 105 might use all the proxies in hisproxy list. To resolve other events, the game rules might only allowPlayer 105 to utilize a subset of his proxy list. For example, Player105 could select this subset of proxies by checking or clicking theassociated selection box or radio button 205 within the proxy attributespages 200 of each proxy that Player 105 would like to include in thegroup.

In some embodiments, a group of proxies assembled by Player 105 can haveinherent positions, roles or ranks. Proxies can be assigned to thesepositions/roles/ranks by Player 105 or by the game engine according to agame logic. For example, position/rank box 210 can be used by Player 105to indicate which role (e.g., bodyguard), position (e.g., centermidfielder), or rank (e.g., fifth) he wishes a particular proxy tooccupy within the group. Position/rank box 210 can also be used toindicate or assign how damage or benefits will be distributed or howassets or abilities will be shared in a whole or fractional manner. Amore detailed description of distributed damage and benefits and sharedassets and abilities will be discussed below.

In some embodiments, a player's proxies and proxy list remain associatedwith the player across games. For example, Player 105 may playgangster-style online role-playing game (“RPG”), wherein he has variousproxies associated with him that are stored in a proxy list 400. Player105 may also play a fantasy-style online RPG, wherein the gamenetworking system for the fantasy-style online RPG can access Player105's proxy list 400 from the gangster-style online RPG. This allowsPlayer 105 to use the same proxies and proxy list 400 in both thegangster-style online RPG and the fantasy-style online RPG.

FIG. 3 depicts a scenario 300 in which Player 105 can interact with andbe associated with other players (or PCs), proxies, and regular NPCs. Asshown in FIG. 3, Player 105 can be associated with Friend 5 ₁ 130,Friend 3 ₂ 150, and NPC 0 310. This association is represented by circle305 and can be referred to as a team, group, troop, gang, mob or anyother appropriate designation that would indicate the associationbetween Player 105 and the other characters. Player 105 can interactwith computer-controlled NPCs, such as NPC 1 330 and NPC 2 325.Interactions between Player 105 and computer-controlled NPCs can be amechanism within the game with which to assign tasks, missions, fights,or other game events to association 305.

In addition, Player 105 and association 305 can interact with otherplayers (or PCs) within the online multiplayer game space, such asPlayer X 320 and Player Y 315. In various embodiments, Player X 320 andPlayer Y 315 can be associated with their own teams or be associatedonto the same team. Furthermore, Player X 320 and Player Y 315 can eachbe associated with their own team of proxies and regular NPCs. Scenario300 depicted in FIG. 3 illustrates avatar or icon-based game play withinan online multiplayer game. However, various embodiments can alsoinclude spreadsheet, other text or graphics-based online multiplayergame environments.

Distributed Benefits and Detriments Fractional Benefits and Detriments

In various embodiments, proxies can be used by Player 105 to distributein-game damage or detriment incurred by Player 105. For example, Player105 may have a health value of 100 and Proxy 5 ₁ 230 may also have ahealth value of 100. Collectively, Player 105 and Proxy 5 ₁ 230 wouldhave a health value of 200. In a scenario in which Player 105 isinvolved in a battle and absorbs 90 points of damage, that damage can bedistributed, either in whole or partially, to Proxy 5 ₁ 230.

The degree to which a proxy associated with Player 105 absorbs damage,expends in-game currency, depletes in-game special items, or decreaseshis health value can depend on the degree of separation between Player105 and the friend the proxy is based on. For example, if Friend 5 ₁ 130is a first-degree friend of Player 105, then Proxy 5 ₁ 230 may absorb ½of any damage or detriment incurred by Player 105, or in terms of theexample given above absorb a decrease of 45 in health value. In anotherexample, if the Friend 1 _(N) 175 is an Nth-degree friend, then Proxy 1_(N) 476 might absorb 1/(1+N) of the damaged incurred by Player 105. Insome embodiments, the damage or detriment suffered by a proxy is alsosuffered by the friend the proxy is based on. As with the proxy, thedegree to which a friend's character suffers damage or detrimentinflicted on a proxy can depend on the degree of separation between thefriend and the player using the proxy based on the friend. For example,in the above example where Proxy 5 ₁ 230 absorbs 45 points of damage,Friend 5 ₁ 130 may also suffer 45 points of damage. Similarly, againstusing the above example, Friend 1 _(N) 175 might only suffer 90/(1+N)points of damage. One of ordinary skill in the art will recognize thatvarious algorithms, schemes, and formulas can be used to determinedistributed damage and detriments to various degrees of separation forproxies associated with Player 105.

Similarly, the degree to which a proxy associated with Player 105acquires in-game benefits can also depend on the degree of separationbetween Player 105 and the friend (or the friend's PC) the proxy isbased on. FIG. 4 illustrates one scheme of attributing fractionalbenefits and detriments to Player 105. Player 105, having assets andabilities 405, can have his abilities augmented by attributing afractional portion of any or all proxies associated with Player 105. Forinstance, Player 105's team 180 consists of Friend 5 ₁ 130, Friend 3 ₂,150, Friend 1 ₁ 160, Friend 1 ₄ 165 (not shown in FIG. 4), and Friend 1_(N) 175. These friends, via their proxies, can share in-game benefitsor detriments with Player 105 according to the scheme depicted in FIG.4. In some embodiments, the number of proxies associated with Player 105can be limited, while in other embodiments, the number of associatedproxies can be unlimited and include proxies based on any friend (or PCof a friend) within Player 105's social network 100. Depending on thegame logic, some or all of the proxies in Player 105's proxy list 400can be utilized for a specific task. In the example shown in FIG. 4,only Proxy 5 ₁ 230, Proxy 3 ₂ 451, and Proxy 1 _(N) 475 have beenselected for use.

As shown in FIG. 4, each of the proxies associated with Player 105 has acorresponding list of assets and abilities listed in a proxy attributespage. For example, Proxy 5 ₁ 230 has assets and abilities 235 listed inattributes page 200. Proxy 3 ₂ 451 has assets and abilities 452 listedin attributes page 421. Proxy 1 ₃ 461 has assets and abilities 462listed in attributes page 426. Proxy 1 _(N) 476 has assets and abilities477 listed in attributes page 230.

Player 105 can augment his assets and abilities 405 by adding the assetsand abilities of the selected proxies. In various embodiments, assetsand abilities 405 can be augmented by adding a fraction of each of theassets and abilities of the selected proxies. FIG. 4 illustrates ascheme for distributing or collecting fractional in-game benefits anddetriments from the selected proxies. For example, in FIG. 4, the assetsand abilities 405 of Player 105 can be augmented by adding 1/m of Proxy5 ₁ 230's assets and abilities 235, 1/n of Proxy 3 ₂ 451's assets andabilities 452, and 1/q of Proxy 1 _(N) 476's assets and abilities 477.Similarly, when benefit or detriment is conveyed to Player 105, thebenefit or detriment can be fractionally distributed to the proxy by thesame fraction. In some embodiments, the benefit or detrimentfractionally distributed to a proxy can also be fractionally distributedto the friends (or their PCs) those proxies are based on. For example,in the above example, if Proxy 5 ₁ 230 receives 1/m of the benefitreceived by Player 105, Friend 5 ₁ 130 may also receive 1/m of the samebenefit.

In some embodiments, the values of in, n, and q are equal. In otherembodiments, the values of m, n, and q vary, at least in part, accordingto the degrees of separation between Player 105 and the friendassociated with the respective proxy. In yet other embodiments, thevalues of m, n, and q can be set arbitrarily, correspond to some othergame state or dictated by Player 105's assets and abilities 405. Some,all, or none of the fractions of each of the assets and abilities of theproxy's can be the same. In further embodiments, the values of m, n, andq can be equal to the number of proxies selected 495. For example, inthe arrangement illustrated in FIG. 4, values of m, n, and q can beequal to 3, corresponding to the three proxies selected by Player 105.One of ordinary skill in the art will recognize that various algorithms,schemes, and formulas can be used to determine these fractions.

Systems and Methods

In various example embodiments, one or more described web pages may beassociated with a social networking system or game networking system.However, alternate embodiments may have application to the retrieval andrendering of structured documents hosted by any type of networkaddressable resource or web site. Additionally, as used herein, a “user”may be an individual, a group, or another entity (such as a business orthird party application).

Particular embodiments may operate in a wide area network environment,such as the Internet, including multiple network addressable systems.FIG. 6 illustrates an example network environment, in which variousexample embodiments may operate. Network cloud 660 generally representsone or more interconnected networks, over which the systems and hostsdescribed herein can communicate. Network cloud 660 may includepacket-based wide area networks (such as the Internet), privatenetworks, wireless networks, satellite networks, cellular networks,paging networks, and the like. As FIG. 6 illustrates, particularembodiments may operate in a network environment comprising socialnetworking system 620 a, multiuser game networking system 620 b, and oneor more client devices 30. However, a social networking system separatefrom the multiuser game networking system is not necessary. It ispossible for the systems to be combined, such that the social networkingsystem and the multiuser game networking system are part of the samesystem. Consequently, hereinafter, social networking systems 620 a andmultiuser game networking system 620 b may be referred to simply asnetworking system 620. Client devices 30 are operably connected to thenetwork environment via a network service provider, a wireless carrier,or any other suitable means.

In one example embodiment, networking system 620 comprises computingsystems that allow users to communicate or otherwise interact with eachother and access content, such as a multiuser online game, game playerprofiles, social network profiles, and other content as describedherein. Networking system 620 is a network addressable system that, invarious example embodiments, comprises one or more physical servers 622and data stores 624. The one or more physical servers 622 are operablyconnected to computer network 660 via, by way of example, a set ofrouters and/or networking switches 626. In an example embodiment, thefunctionality hosted by the one or more physical servers 622 may includeweb or HTTP servers, FTP servers, as well as, without limitation, webpages and applications implemented using Common Gateway Interface (CGI)script, PHP Hyper-text Preprocessor (PHP), Active Server Pages (ASP),Hyper Text Markup Language (HTML), Extensible Markup Language (XML),Java, JavaScript, Flash, ActionScript, Asynchronous JavaScript and XML(AJAX), and the like.

Physical servers 622 may host functionality directed to the operationsof networking system 620. By way of example, networking system 20 mayhost a website that allows one or more users, at one or more clientdevices 30, to access a multiuser online game, access an online socialnetwork, as well as communicate and interact with one another via thewebsite. Hereinafter servers 622 may be referred to as server 622,although server 622 may include numerous servers hosting, for example,networking system 620, as well as other content distribution servers,data stores, and databases. Data store 624 may store content and datarelating to, and enabling, operation of the networking system as digitaldata objects. A data object, in particular implementations, is an itemof digital information typically stored or embodied in a data file,database or record. Content objects may take many forms, including: text(e.g., ASCII, SGML, HTML), images (e.g., jpeg, tif and gif), graphics(vector-based or bitmap), audio, video (e.g., mpeg), or othermultimedia, and combinations thereof, Content object data may alsoinclude executable code objects (e.g., games executable within a browserwindow or frame), podcasts, etc. Logically, data store 624 correspondsto one or more of a variety of separate and integrated databases, suchas relational databases and object-oriented databases, that maintaininformation as an integrated collection of logically related records orfiles stored on one or more physical systems. Structurally, data store624 may generally include one or more of a large class of data storageand management systems. In particular embodiments, data store 624 may beimplemented by any suitable physical system(s) including components,such as one or more database servers, mass storage media, media librarysystems, storage area networks, data storage clouds, and the like. Inone example embodiment, data store 624 includes one or more servers,databases (e.g., MySQL), and/or data warehouses.

Data store 624 may include data associated with different networkingsystem 620 users and/or client devices 630. In particular embodiments,the networking system 20 maintains a user profile for each user of thesystem 620. User profiles include data that describe the users of anetwork, which may include, for example, proper names (first, middle andlast of a person, a trade name and/or company name of a business entity,etc.), biographic, demographic, and other types of descriptiveinformation, such as work experience, educational history, hobbies orpreferences, geographic location, and additional descriptive data. Byway of example, user profiles may include a user's birthday,relationship status, city of residence, and the like. The system 620 mayfurther store data describing one or more relationships betweendifferent users. The relationship information may indicate users whohave similar or common work experience, group memberships, hobbies, oreducational history. A user profile may also include privacy settingsgoverning access to the user's information is to other users.

Client device 630 is generally a computer or computing device includingfunctionality for communicating (e.g., remotely) over a computernetwork. Client device 630 may be a desktop computer, laptop computer,personal digital assistant (PDA), in or out-of-car navigation system,smart phone or other cellular or mobile phone, or mobile gaming device,among other suitable computing devices. Client device 630 may executeone or more client applications, such as a web browser (e.g., MicrosoftInternet Explorer, Mozilla Firefox, Apple Safari, Google Chrome, andOpera, etc.), to access and view content over a computer network. Inparticular implementations, the client applications allow a user ofclient device 630 to enter addresses of specific network resources to beretrieved, such as resources hosted by networking system 620. Theseaddresses can be Uniform Resource Locators, or URLs. In addition, once apage or other resource has been retrieved, the client applications mayprovide access to other pages or records when the user “clicks” onhyperlinks to other resources. By way of example, such hyperlinks may belocated within the web pages and provide an automated way for the userto enter the URL of another page and to retrieve that page.

A webpage or resource embedded within a webpage, which may itselfinclude multiple embedded resources, may include data records, such asplain textual information, or more complex digitally encoded multimediacontent, such as software programs or other code objects, graphics,images, audio signals, videos, and so forth. One prevalent markuplanguage for creating web pages is the Hypertext Markup Language (HTML).Other common web browser-supported languages and technologies includethe Extensible Markup Language (XML), the Extensible Hypertext MarkupLanguage (XHTML), JavaScript, Flash, ActionScript, Cascading Style Sheet(CSS), and, frequently, Java. By way of example, HTML enables a pagedeveloper to create a structured document by denoting structuralsemantics for text and links, as well as images, web applications andother objects that can be embedded within the page. Generally, a webpagemay be delivered to a client as a static document, however, through theuse of web elements embedded in the page, an interactive experience maybe achieved with the page or a sequence of pages. During a user sessionat the client, the web browser interprets and displays the pages andassociated resources received or retrieved from the website hosting thepage, as well as, potentially, resources from other websites.

Networking system 620 may include a multitude of features with whichusers at remote clients 630 may interact during user sessions. Inparticular embodiments, these features may be implemented as webapplications and may utilize JavaScript and CSS resources requested fromservers 622 as well as other external servers or data stores. The webapplications or resources may be embedded in various underlying or baseweb pages served to remote clients, such as in frames or iFrames,sections or “divs” and the like. By way of example, acomputer-implemented game may be implemented as a FLASH object that isembedded into an HTML document and executable within the context of aclient application, such as a browser.

In particular embodiments, the networking system 620 maintains in datastore 624 a number of objects for the different kinds of items withwhich a user may interact while accessing networking system 620. In oneexample embodiment, these objects include game network user profiles,social network user profiles, application objects, and message objects(such as for wall posts, emails and other messages). In one embodiment,an object is stored by the system 620 for each instance of itsassociated item. These objects and the actions discussed herein areprovided for illustration purposes only, and it can be appreciated thatan unlimited number of variations and features can be provided on anetworking system 620.

When a user at a client device (e.g., client device 630) desires to viewa particular web page (hereinafter also referred to as target structureddocument) hosted by networking system 620, the user's web browser, orother document rendering engine or suitable client application,formulates and transmits a request to networking system 620. The requestgenerally includes a URL or other document identifier as well asmetadata or other information. By way of example, the request mayinclude information identifying the user, such as a user ID, as well asinformation identifying or characterizing the web browser or operatingsystem running on the user's client computing device 630. The requestmay also include location information identifying a geographic locationof the user's client device or a logical network location of the user'sclient device. The request may also include a timestamp identifying whenthe request was transmitted.

FIG. 7 depicts a schematic of system 700 and data flow between thecomponents of system 700 for operating an online multiuser game. System700 can include a client system 720, a social network server 740 andmultiuser game server 760. Client system 720, social network server 740and multiuser game server 760 can each have a corresponding data storesuch as local storage medium 725, user and social network storage medium745 and game data storage medium 765, respectively. Client system 720can communicate with social network server 740 to receive web pages,messages, etc. Additionally, client system 720 can transmit data to andreceive data from 723 (including game inputs, team displays, datatransfers, etc.) multiuser game server 760. In a similar fashion,multiuser game server 760 and social network server 740 can communicateHTTP packets 743 including data requests, invites, updates, etc. withsocial network server 740. At some other time, or at the same time,social network server 740 can communicate social network data, pageinfo, messages, etc. data 747 with multiuser game server 760. Asmentioned above, communication between client system 720, social networkserver 740 and multiuser game server 760 can occur over any appropriateelectronic communication medium.

FIG. 8 illustrates an example computing system architecture, which maybe used to implement a server 622 or a client device 630 (or each nodeof a distributed computing system). In one embodiment, hardware system800 comprises a processor 802, a cache memory 804, and one or moreexecutable modules and drivers, stored on a tangible computer readablemedium, directed to the functions described herein. Additionally,hardware system 800 may include a high performance input/output (I/O)bus 806 and a standard I/O bus 908. A host bridge 810 may coupleprocessor 802 to high performance I/O bus 806, whereas I/O bus bridge812 couples the two buses 806 and 908 to each other. A system memory 814and one or more network/communication interfaces 816 couple to bus 806.Hardware system 800 may further include video memory (not shown) and adisplay device coupled to the video memory. Mass storage 818, and I/Oports 820 couple to bus 808. Hardware system 800 may optionally includea keyboard and pointing device, and a display device (not shown) coupledto bus 808. Collectively, these elements are intended to represent abroad category of computer hardware systems, including but not limitedto general purpose computer systems based on the x86-compatibleprocessors manufactured by Intel Corporation of Santa Clara, Calif., andthe x86-compatible processors manufactured by Advanced Micro Devices(AMD), Inc., of Sunnyvale, Calif., as well as any other suitableprocessor.

The elements of hardware system 800 are described in greater detailbelow. In particular, network interface 816 provides communicationbetween hardware system 800 and any of a wide range of networks, such asan Ethernet (e.g., IEEE 802.3) network, a backplane, etc. Mass storage818 provides permanent storage for the data and programming instructionsto perform the above-described functions implemented in the servers 622,whereas system memory 814 (e.g., DRAM) provides temporary storage forthe data and programming instructions when executed by processor 802.I/O ports 820 are one or more serial and/or parallel communication portsthat provide communication between additional peripheral devices, whichmay be coupled to hardware system 800.

Hardware system 800 may include a variety of system architectures; andvarious components of hardware system 800 may be rearranged. Forexample, cache 804 may be on-chip with processor 802. Alternatively,cache 804 and processor 802 may be packed together as a “processormodule,” with processor 802 being referred to as the “processor core.”Furthermore, certain embodiments may not require nor include all of theabove components. For example, the peripheral devices shown coupled tostandard I/O bus 908 may couple to high performance I/O bus 806. Inaddition, in some embodiments, only a single bus may exist, with thecomponents of hardware system 800 being coupled to the single bus.Furthermore, hardware system 800 may include additional components, suchas additional processors, storage devices, or memories.

An operating system manages and controls the operation of hardwaresystem 800, including the input and output of data to and from softwareapplications (not shown). The operating system provides an interfacebetween the software applications being executed on the system and thehardware components of the system. Any suitable operating system may beused, such as the LINUX Operating System, the Apple Macintosh OperatingSystem, available from Apple Computer Inc. of Cupertino, Calif., UNIXoperating systems, Microsoft® Windows® operating systems, BSD operatingsystems, and the like. Of course, other implementations are possible.For example, the functions described herein may be implemented infirmware or on an application specific integrated circuit.

Furthermore, the above-described elements and operations can becomprised of instructions that are stored on storage media. Theinstructions can be retrieved and executed by a processing system. Someexamples of instructions are software, program code, and firmware. Someexamples of storage media are memory devices, tape, disks, integratedcircuits, and servers. The instructions are operational when executed bythe processing system to direct the processing system to operate inaccord with various embodiments. The term “processing system” refers toa single processing device or a group of inter-operational processingdevices. Some examples of processing devices are integrated circuits andlogic circuitry. Those skilled in the art are familiar withinstructions, computers, and storage media.

FIG. 10 depicts a schematic example of data flow in a game engine fordetermining, recording and updating the results of an event decisionaccording to one embodiment of the present disclosure. FIG. 11 shows aflowchart illustrating an example method for resolving an in-game event.As discussed previously, a player (or PC) can derive benefit fromassociate proxies when resolving game events. The game engine can access1102 the player's (or PC's) proxy list to identify proxies associatedwith the player. Proxies can then be selected 1104, either by the playeror by the game engine according to a game logic. The game engine canthen retrieve 1106 the profile information of the proxies and resolve1108 a game event based, at least in part, on the attributes of theselected proxies. At this point 1110, if the event is resolved then theevent can be completed; otherwise the player may have the option ofselecting more proxies to aid him with the event. A game engine canconsider various factors when resolving a game event 1108. For example,the event decision 1020 may be the product of a game engine receivingand considering various factors and data. For example, event decision1020 can be the result of a game engine considering factors such as theactions of other active players 1002. Player 105's character state andactions 1004, Player 105's selected proxies 495 character states andactions 1005, random numbers 1006, opponent condition 1008, and gamestate 1010 (position of objects, NPCs, etc.), Once the game enginedetermines an event decision 1020, the game engine will produce an eventresult 11030. For example, where Player 105 is attempting to scale acastle wall, the game engine can consider: Player 105's strengthattribute, the attributes of Player 105's selected proxies, that thewall (i.e., opponent) is 30 feet high and sheer, that the is slipperybecause it is raining, and that Player 105 is being helped with otheractive players. Considering these factors, the game engine mightdetermine that Player 105 has only a 15% chance of success. To make theevent decision, the game engine could then generate a random number.Here, the number is greater than 0.15, meaning that Player 105 failed toscale the castle wall.

Once the event decision 1020 and the event result 1030 are determined,the game engine can produce a game update 1040 to change the state ofthe game and the characters of the players and NPCs involved in the gameevent. Game update 1040 can include a reduction of Player 105's healthvalue, NPCs can be moved to account for Player 105 falling, and gameobjects can be moved according to the movements and actions of player Aand other players and NPCs within the game space. For example, thebushes that Player 105 fell on after falling from the castle wall mightbe smashed or broken, and Player 105's health value is reduced by 30 dueto the impact.

FIG. 12 depicts a schematic of data flow 1200 of various characterstates that a game engine can use to determine an event decisionaccording to various embodiments of the present disclosure. As shown, agame engine can consider the character states and character actions ofPlayer 105 1210 and any or all associated player characters, proxies andregular NPCs. In dataflow 1200, the game engine can consider characterstates and character actions of not only active Player 105 and activePlayers X and Z, but also their respective proxies. In FIG. 12, activePlayer 105 has formed a team with his proxies because he has no friendsin real life, where his team consists of Proxy 5 ₁ 230 and Proxy 3 ₂451. Player X has also formed a team with Proxy Y and his friend, activePlayer Z. The game engine can consider all of the character states andcharacter actions of all the active players and proxy players todetermine the event decision 1270. In the example shown in FIG. 12, thegame engine considers Player 105's state and attributes 1210, Proxy 5 ₁230's state and attributes 1220, Proxy 3 ₂ 451's state and actions 1230,Player X's state and actions 1240, Proxy Y's state and actions 1250, andPlayer Z's state and actions 1260 to make event decision 1270. Here, theevent result 1280 is that player X wins because Player 105's team 1215is smaller in some relevant attribute (e.g., power) than the Player X'steam 1245.

Miscellaneous

One or more features from any embodiment may be combined with one ormore features of any other embodiment without departing from the scopeof the disclosure.

A recitation of “a”, “an,” or “the” is intended to mean “one or more”unless specifically indicated to the contrary.

The present disclosure encompasses all changes, substitutions,variations, alterations, and modifications to the example embodimentsherein that a person having ordinary skill in the art would comprehend.Similarly, where appropriate, the appended claims encompass all changes,substitutions, variations, alterations, and modifications to the exampleembodiments herein that a person having ordinary skill in the art wouldcomprehend.

For example, the processes described herein may be implemented usinghardware components, software components, and/or any combinationthereof. By way of example, while embodiments of the present disclosurehave been described as operating in connection with a networkingwebsite, various embodiments of the present disclosure can be used inconnection with any communications facility that supports webapplications. Furthermore, in some embodiments the term “web service”and “website” may be used interchangeably and additionally may refer toa custom or generalized API on a device, such as a mobile device (e.g.,cellular phone, smart phone, personal GPS, personal digital assistance,personal gaming device, etc.), that makes API calls directly to aserver. The specification and drawings are, accordingly, to be regardedin an illustrative rather than a restrictive sense. It will, however, beevident that various modifications and changes may be made thereuntowithout departing from the broader spirit and scope of the disclosure asset forth in the claims and that the disclosure is intended to cover allmodifications and equivalents within the scope of the following claims.

1. A computer-implemented method comprising: accessing social networkinformation associated with a player of a first online multiplayer gameand a second online multiplayer game, the player controlling a firstplayer character in the first online multiplayer game and controlling asecond player character in the second online multiplayer game, the firstplayer character and the second player character each having respectiveassociated character attributes; accessing profile informationassociated with a friend of the player, the friend of the playercontrolling a third player character in the first online multiplayergame; creating, using one or more processors, a proxy based on the thirdplayer character, the proxy having a plurality of proxy attributes basedon the profile information associated with the friend of the player;determining, with respect to the first online multiplayer game, a firstgame event outcome associated with the first player character based onone or more of the first player character attributes and on at least oneproxy attribute; and determining, with respect to the second onlinemultiplayer game, a second game event outcome associated with the secondplayer character based on one or more of the second player characterattributes and on at least one proxy attribute.
 2. Thecomputer-implemented method of claim 1, further using the proxy inassociation with other player characters in the first online multiplayergame.
 3. The computer-implemented method of claim 1, further comprisingusing the proxy in association with other player characters in otheronline multiplayer games.
 4. The computer-implemented method of claim 1,wherein the second game event outcome is further based on the firstplayer character attributes.
 5. The computer-implemented method of claim1, wherein the plurality of proxy attributes are further based on adegree of separation between the player and the friend of the player. 6.The computer-implemented method of claim 1, further comprising updatingat least one proxy attribute based on the first game event outcome. 7.The computer-implemented method of claim 6, further comprising updatingat least one attribute associated with the second player character inresponse to updating at least one proxy attribute.
 8. Thecomputer-implemented method of claim 1, further comprising updating atleast one attribute associated with the second player character based onthe second game event outcome.
 9. The computer-implemented method ofclaim 1, wherein determining the first game event outcome is performedwhile the friend of the player is not actively playing the first onlinemultiplayer game.
 10. The computer-implemented method of claim 1,wherein accessing profile information associated with a friend of theplayer includes retrieving the profile information from the socialnetwork information.
 11. The computer-implemented method of claim 1,wherein creating a proxy associated with the third player character isconditional upon receiving approval for creation of the proxy from thefriend of the player.
 12. A computer-implemented method comprising:accessing social network information associated with a player of anonline multiplayer game, the player controlling a first player characterin the online multiplayer game, the first player character havingassociated attributes; accessing profile information associated with afirst friend of the player, the first friend of the player controlling asecond player character in the online multiplayer game; creating, usingone or more processors, a first proxy based on the second playercharacter, the first proxy having a plurality of first proxy attributesbased on the profile information associated with the first friend of theplayer; accessing profile information associated with a second friend ofthe player, the second friend of the player controlling a third playercharacter in the online multiplayer game; creating, using one or moreprocessors, a second proxy based on the third player character, thesecond proxy having a plurality of second proxy attributes based on theprofile information associated with the second friend of the player; anddetermining a game event outcome associated with the first playercharacter based on the first player character attributes, at least onefirst proxy attribute, and at least one second proxy attribute.
 13. Thecomputer-implemented method of claim 12, further comprising using thefirst proxy and the second proxy in association with other playercharacters in the online multiplayer game.
 14. The computer-implementedmethod of claim 12, further comprising updating at least one of thefirst proxy attributes based on the game event outcome.
 15. Thecomputer-implemented method of claim 12, further comprising updating atleast one of the second proxy attributes based on the game eventoutcome.
 16. An apparatus comprising: an interface to communicate withplayers of online multiplayer games; a memory to store data associatedwith the online multiplayer games; and one or more processors coupled tothe interface and the memory, the one or more processors configured to:access social network information associated with a player of a firstonline multiplayer game and a second online multiplayer game, the playercontrolling a first player character in the first online multiplayergame and controlling a second player character in the second onlinemultiplayer game, the first player character and the second playercharacter each having respective associated character attributes; accessprofile information associated with a friend of the player, the friendof the player controlling a third player character in the first onlinemultiplayer game; create a proxy based on the third player character,the proxy having a plurality of proxy attributes based on the profileinformation associated with the friend of the player; determine, withrespect to the first online multiplayer game, a first game event outcomeassociated with the first player character based on one or more of thefirst player character attributes and on at least one proxy attribute;and determine, with respect to the second online multiplayer game, asecond game event outcome associated with the second player characterbased on one or more of the second player character attributes and on atleast one proxy attribute.
 17. The apparatus of claim 16, wherein thesecond game event outcome is further based on the first player characterattributes.
 18. The apparatus of claim 16, wherein the first game eventoutcome is determined while the friend of the player is not activelyplaying the first online multiplayer game.
 19. The apparatus of claim16, wherein the one or more processors are further configured to use theproxy in association with other player characters in the first onlinemultiplayer game.
 20. The apparatus of claim 16, wherein the one or moreprocessors are further configured to use the proxy in association withother player characters in other online multiplayer games.